The "DRR.sqf" script is way too rough and causes performance issues (minor lockups every 30 to 60 seconds server wide), had to disable it. I'm working on something lighter.
If I get anywhere, I'll post new results here.
Precision work is possible in the DB as long as the precision itself is relative to the buildings you are creating and not to pre-existant buildings or a certain terrain.
I've seen several databases and map tools and most of the time the database coordinates are a bit off when you check them...
Open your Arma2 OA and make sure you have DayZ enabled as a mod. Go to the 3D editor by pressing CONTROL + E and select any map.
Create a player unit, give it a map, put a whole lot of different markers on the map and check which you can see with your player unit during previews.
Make sure the markers you are using aren't banned by DayZ... happens a lot.
Other than that, it's rather simple, just make them in the mission and merge.
Not entirely sure Machine. If I understand the way it works correctly, every client who logs in receives information from the database, meaning, the database will have to send the information about the "non-cooked" (not present on the "vanilla" version of the map) buildings every time he relogs...
Solved.
http://community.bistudio.com/wiki/ArmA:_CfgVehicles
The first building is "Land_fuelstation_army", the second "Land_fuelstation".
So, in order to make people able to refill jerries at them, here's how the code on your fn_selfactions.sqf should look:
_isFuel = (cursorTarget...
Now I may be wrong but... wouldn't the client have to download the information to see those new buildings anyway? If he doesn't download the info with the mission file then he downloads it when he's loading into the server. Or doesn't he?
Alright, guess it's working... for now.
In case anyone wants to try it out, here's the step by step.
1) Unpack your mission file.
2) Download this and this.
3) Paste the scripts on your mission folder.
4) Open your init.sqf
5) At the bottom add the following lines:
[] execVM "DRR.sqf";
[]...
Kinda solved the swimming on the ground issue by spawning a patch of dirt below the spawning area. This way, when the character is created prior to the teleport that puts him on his last known position on the DB, he falls to the ground and is not stuck in the "swimming" animation, preventing the...
Fred, I've noticed you don't have a Terms of Use for this script.
I'd like to ask you if it'd be okay if I restrict use of this script on my server to community members only. (Talking about people who actually join our website, forums, etc.)
Sure Aaron.
1) Download this.
2) Extract the "fog.fsm".
3) Put the "fog.fsm" on your mission folder in a folder named "Scripts". (Just so you don't have to modify my file).
4) Download my testing script here.
5) Put the file on the "Scripts" folder you just created.
6) Open or create the...
I couldn't find anything of interests, and even though I poked around the lingor code for a while and came up with some building classes not available in the editor (like a big shanty or the oil-towers) I'm still missing these fuel stations and other buildings which I've seen in Lingor (like the...
Haven't tried it. I think it's supposed to address something entirely different, he's still trying to fight the random teleportation when signing off in no-man areas of the map. My problem is different I think.
Hello everyone, I'd like to share one of my creations to you in exchange of some help...
Here's what I have to offer:
Uploaded with ImageShack.us
The Old Spanish Castle is a small construction I did for Lingor. It's situated atop "Sniper Hill", nearby El Villon and provides for...
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